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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
304 lines
6.8 KiB
C++
304 lines
6.8 KiB
C++
// Copyright (C) 2007-2012 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_ANIMATED_MESH_MD3_H_INCLUDED
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#define IRR_I_ANIMATED_MESH_MD3_H_INCLUDED
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#include "IAnimatedMesh.h"
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#include "IQ3Shader.h"
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#include "quaternion.h"
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namespace irr
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{
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namespace scene
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{
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enum eMD3Models
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{
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EMD3_HEAD = 0,
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EMD3_UPPER,
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EMD3_LOWER,
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EMD3_WEAPON,
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EMD3_NUMMODELS
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};
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//! Animation list
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enum EMD3_ANIMATION_TYPE
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{
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// Animations for both lower and upper parts of the player
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EMD3_BOTH_DEATH_1 = 0,
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EMD3_BOTH_DEAD_1,
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EMD3_BOTH_DEATH_2,
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EMD3_BOTH_DEAD_2,
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EMD3_BOTH_DEATH_3,
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EMD3_BOTH_DEAD_3,
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// Animations for the upper part
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EMD3_TORSO_GESTURE,
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EMD3_TORSO_ATTACK_1,
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EMD3_TORSO_ATTACK_2,
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EMD3_TORSO_DROP,
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EMD3_TORSO_RAISE,
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EMD3_TORSO_STAND_1,
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EMD3_TORSO_STAND_2,
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// Animations for the lower part
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EMD3_LEGS_WALK_CROUCH,
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EMD3_LEGS_WALK,
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EMD3_LEGS_RUN,
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EMD3_LEGS_BACK,
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EMD3_LEGS_SWIM,
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EMD3_LEGS_JUMP_1,
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EMD3_LEGS_LAND_1,
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EMD3_LEGS_JUMP_2,
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EMD3_LEGS_LAND_2,
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EMD3_LEGS_IDLE,
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EMD3_LEGS_IDLE_CROUCH,
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EMD3_LEGS_TURN,
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//! Not an animation, but amount of animation types.
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EMD3_ANIMATION_COUNT
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};
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struct SMD3AnimationInfo
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{
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//! First frame
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s32 first;
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//! Last frame
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s32 num;
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//! Looping frames
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s32 looping;
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//! Frames per second
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s32 fps;
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};
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// byte-align structures
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#include "irrpack.h"
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//! this holds the header info of the MD3 file
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struct SMD3Header
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{
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c8 headerID[4]; //id of file, always "IDP3"
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s32 Version; //this is a version number, always 15
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s8 fileName[68];//sometimes left Blank... 65 chars, 32bit aligned == 68 chars
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s32 numFrames; //number of KeyFrames
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s32 numTags; //number of 'tags' per frame
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s32 numMeshes; //number of meshes/skins
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s32 numMaxSkins;//maximum number of unique skins used in md3 file. artefact md2
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s32 frameStart; //starting position of frame-structur
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s32 tagStart; //starting position of tag-structures
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s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
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s32 fileSize;
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} PACK_STRUCT;
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//! this holds the header info of an MD3 mesh section
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struct SMD3MeshHeader
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{
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c8 meshID[4]; //id, must be IDP3
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c8 meshName[68]; //name of mesh 65 chars, 32 bit aligned == 68 chars
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s32 numFrames; //number of meshframes in mesh
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s32 numShader; //number of skins in mesh
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s32 numVertices; //number of vertices
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s32 numTriangles; //number of Triangles
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s32 offset_triangles; //starting position of Triangle data, relative to start of Mesh_Header
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s32 offset_shaders; //size of header
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s32 offset_st; //starting position of texvector data, relative to start of Mesh_Header
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s32 vertexStart; //starting position of vertex data,relative to start of Mesh_Header
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s32 offset_end;
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} PACK_STRUCT;
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//! Compressed Vertex Data
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struct SMD3Vertex
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{
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s16 position[3];
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u8 normal[2];
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} PACK_STRUCT;
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//! Texture Coordinate
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struct SMD3TexCoord
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{
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f32 u;
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f32 v;
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} PACK_STRUCT;
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//! Triangle Index
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struct SMD3Face
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{
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s32 Index[3];
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} PACK_STRUCT;
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// Default alignment
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#include "irrunpack.h"
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//! Holding Frame Data for a Mesh
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struct SMD3MeshBuffer : public IReferenceCounted
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{
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SMD3MeshHeader MeshHeader;
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core::stringc Shader;
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core::array < s32 > Indices;
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core::array < SMD3Vertex > Vertices;
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core::array < SMD3TexCoord > Tex;
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};
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//! hold a tag info for connecting meshes
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/** Basically its an alternate way to describe a transformation. */
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struct SMD3QuaternionTag
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{
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virtual ~SMD3QuaternionTag()
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{
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position.X = 0.f;
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}
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// construct copy constructor
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SMD3QuaternionTag( const SMD3QuaternionTag & copyMe )
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{
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*this = copyMe;
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}
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// construct for searching
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SMD3QuaternionTag( const core::stringc& name )
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: Name ( name ) {}
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// construct from a position and euler angles in degrees
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SMD3QuaternionTag ( const core::vector3df &pos, const core::vector3df &angle )
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: position(pos), rotation(angle * core::DEGTORAD) {}
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// set to matrix
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void setto ( core::matrix4 &m )
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{
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rotation.getMatrix ( m, position );
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}
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bool operator == ( const SMD3QuaternionTag &other ) const
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{
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return Name == other.Name;
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}
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SMD3QuaternionTag & operator=( const SMD3QuaternionTag & copyMe )
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{
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Name = copyMe.Name;
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position = copyMe.position;
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rotation = copyMe.rotation;
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return *this;
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}
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core::stringc Name;
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core::vector3df position;
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core::quaternion rotation;
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};
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//! holds a associative list of named quaternions
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struct SMD3QuaternionTagList
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{
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SMD3QuaternionTagList()
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{
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Container.setAllocStrategy(core::ALLOC_STRATEGY_SAFE);
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}
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// construct copy constructor
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SMD3QuaternionTagList(const SMD3QuaternionTagList& copyMe)
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{
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*this = copyMe;
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}
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virtual ~SMD3QuaternionTagList() {}
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SMD3QuaternionTag* get(const core::stringc& name)
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{
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SMD3QuaternionTag search ( name );
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s32 index = Container.linear_search ( search );
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if ( index >= 0 )
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return &Container[index];
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return 0;
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}
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u32 size () const
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{
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return Container.size();
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}
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void set_used(u32 new_size)
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{
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s32 diff = (s32) new_size - (s32) Container.allocated_size();
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if ( diff > 0 )
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{
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SMD3QuaternionTag e("");
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for ( s32 i = 0; i < diff; ++i )
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Container.push_back(e);
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}
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}
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const SMD3QuaternionTag& operator[](u32 index) const
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{
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return Container[index];
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}
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SMD3QuaternionTag& operator[](u32 index)
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{
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return Container[index];
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}
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void push_back(const SMD3QuaternionTag& other)
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{
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Container.push_back(other);
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}
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SMD3QuaternionTagList& operator = (const SMD3QuaternionTagList & copyMe)
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{
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Container = copyMe.Container;
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return *this;
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}
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private:
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core::array < SMD3QuaternionTag > Container;
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};
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//! Holding Frames Buffers and Tag Infos
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struct SMD3Mesh: public IReferenceCounted
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{
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SMD3Mesh ()
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{
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MD3Header.numFrames = 0;
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}
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virtual ~SMD3Mesh()
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{
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for (u32 i=0; i<Buffer.size(); ++i)
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Buffer[i]->drop();
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}
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core::stringc Name;
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core::array<SMD3MeshBuffer*> Buffer;
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SMD3QuaternionTagList TagList;
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SMD3Header MD3Header;
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};
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//! Interface for using some special functions of MD3 meshes
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class IAnimatedMeshMD3 : public IAnimatedMesh
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{
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public:
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//! tune how many frames you want to render in between.
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virtual void setInterpolationShift(u32 shift, u32 loopMode) =0;
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//! get the tag list of the mesh.
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virtual SMD3QuaternionTagList* getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop) =0;
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//! get the original md3 mesh.
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virtual SMD3Mesh* getOriginalMesh() =0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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